The past few days flew by without incident. Jay fell back into his usual routine, hanging from the ship’s painted envelope while doing his morning exercises and chatting to his plants. He has also become a regular at the logger’s tables in the evening and seems to get along well with a few of them, but always returns to the ship afterwards. Blendin spent much of his freetime beyond the treeline. A few of the loggers pointed him towards nearby wildling encampments, but each time he arrives at one, the location is vacated, probably only moments before his arrival. Tooly has finished repairs on the drive rod and now is well underway repairing the gear locking mechanism its on schedule, but he has some plans to help the final alignment process go faster. Gardner and Renault have struck a deal to cover these repairs. He will take 1000 off your cash payment of 15000, in exchange for sealing the swoose and three altitude suits, all paid in advance. The swoose’s hull smells like honey and pine, but otherwise looks as it always did – the orcish runes are still visible beneath the coating.
The four dwarves, which you now realize are all women thanks to Tooly’s snide remarks on the subject, have given you a wide berth. You often have seen them on the pier or leaving Renault’s offices, but they have not joined you at the Sleepy Fog Shark since the first evening. In addition to those you met in the bar, a beardless blonde with tightly cropped hair is often seen poking about her vessel but never far from the ironclad ship. The boat is smaller than the swoose, bears 4 bronze cannon, and belches smoke from three darkened stacks even while tied to the pier.
The new bronze tools are already being used to clear trees, and fresh logs are piling up outside both mills, waiting to be sawn into planks. A small guard of off duty loggers has been stationed on the pier to protect against looting, and you assume against violence between the dwarves and yourselves.
You have all joined each other aboard ship for a group meal. Gertie has brought you a lunch of sorts: heels of yesterday’s bread and a mushroom broth sauce, along with two skins of fresh water. Renault arrives with 4 men, carryings two small chests of newly sawn wood. He boards without asking permission and joins you under the envelope. He has the men set the chests down on the deck. “Well gentlemen. Here is the remainder of our payment. I have counted it, and find it to be correct, but will of course understand if you wish to do the same. When you are satisfied, we will offload our remaining goods and load those barrels of iceseal.” He motions, and the men open their chests. Inside is neatly stacked rows of blue and red paper, crisp and bundled, each bearing the seal of the trade council.
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ooc: I have updated your character sheets based on your advances. Each of you now owns an altitude suit, and your ship is painted with iceseal.
Paper TC writs are not uncommon but are far less desirable than cogs. They tend to be used by settlements too small to have their own secure banks and instead keep their funds in the coffers of the TC itself. They provide a degree of security to these islands, as they bear no inherent value and can be destroyed and manufactured at need. Counterfeiting is a concern, but legitimate TC writs are marked using some sort of magical seal, like that used by the Magistrate to sign your contract. These bear marks that look legitimate to you. TC writs can be exchanged for cogs at any TC outpost, assuming that the account in question has cogs to pay out, and the TC has cogs on hand to make the payment good. They may also be transferred in trade, but for the reasons listed above are less desirable.
Thursday, February 11, 2010
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Blendin remains seated, mindlessly playing with his food while trying to figure out what is going on with the local wildlings.
ReplyDeleteTooly seems unconcerned by the paper money if he even notices it.
ReplyDelete"I trust your count. Everything appears to be in order then. Let's finish moving the cargo and then have a bite to eat. I'm famished."
ReplyDeleteGardner will put the money in the cabin with the rest of the ships papers and log and count it later to be sure. We should be sure to maintain a consistent watch from here on out, with Fang there to assist whenever possible. And lets go ahead and store a soil sample while I'm thinking about it.
ooc: and here I thought you guys might pitch a fit. Frankly, for the best. Moving on then, 5 days later.
ReplyDelete==========
Fang is remarkably well suited to his task. He has taken to sleeping atop the two crates of money, and growls whenever you venture near his “bed”.
Tooly completes his work on the New Mill days early. His strategy to align the workings comes together much quicker than he had anticipated. He makes a note of this for future engineering endeavors. He visits the Old Mill to examine its workings, but finds that his dwarven sisters have already taken the task on. He does a quick inspection of their work from afar, and while their work is not as efficient as his own, he believes their work will lead to improvements in its functionality.
Gardner has made preparations for their return voyage, replenishing stocks from Hanover and purchasing food and water for the voyage from Milton. This, along with the lager barrel from the other night and room fees costs an even 50 cogs, and is bought out of the paper writ. He carefully logs these expenditures in the books.
Blendin continues his ventures into the forest when he can. He uses his talents of stealth to sneak up on a wildling foraging party. They are wary, but take time to greet before scattering to the woods. He discusses the flower, which has now wilted and frozen in the cold, as well as those who had come to visit him. These wildlings do not appear to know anything about the flower, or Alpha, but they know the wildlings he refers to and become nervous discussing them. When Blendin inquires as to their whereabouts, they answer fearfully, “they’ve gone away,” before disappearing into the woods. The wind seems to whisper a familiar tune.
Jay is on watch when the funds are delivered to the dwarves for their single crate of bronze. Unlike the small pine boxes you receive, their payment is delivered in a banded strongbox on a cart pulled by 4 men, and loaded using a small crane that creaks under the weight. The dwarves make preparations to leave, and by the look of things will be able to depart about the same time that you do.
Magistrate Hooper and Dirk join you on the dock as you are making your final preparations to depart. Gertie stands on the shoreline some distance away, and Renault has business he must attend to with a fleet of small food trawlers that arrived the day before. Hooper leans on his staff, “well gentlemen, safe journeys back to shadowhaven. We’ll expect that shipment in the next few months. I hope your stay here was pleasant enough, and thank you again for the work on the New Mill. Rybeck tells me we’ll have the pallets full again by the end of the month.”
Dirk nods, “you’re welcome on my island anytime, gentlemen. You run a quiet ship, captain, and this is the first oakthorn I’ve met who didn’t try to kill me. My brother would never have believed it.”
As you chat, the ironclad’s whistle blows as her engine begins to heat up, preparing to venture out into the void. Hanover has moved his pilot ship into position, ready to tow your ships back out.
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ooc: I’ll need to know where you are tuning the waysphere to (I assume shadowhaven) and any reasonable actions you’d like to take before departing are fine. Gardner will need a boating roll to plot the course and select the currents to follow to your destination.
After everyone is ready to depart Gardner attunes the waysphere for Shadowhaven.
ReplyDelete"Let's keep a close eye on that ironclad for a while," he says after they start for home.
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Boating roll is 13 with an ace. We should all watch the ironclad extra carefully as we leave and stay sharp for a couple days after our courses diverge. If the ironclad is nearby, I want to try and maintain the best point of sailing for a possible encounter if the Swoose has such a thing.
Blendin takes the captain's order seriously and props himself into the best position to keep an eye on the ironclad, his musket in hand.
ReplyDeleteOOC: Minor email retcon pending.
ReplyDeleteTooly looks particularly intent on the ironclad ship, as if expecting something. Hearing Gardner's remark he gives a wry grin and says, "Oh, I don't think they'll be putting out today. I had the locals send 'em a nice little gift. Never knew a dwarf or a sailor either one who could resist a whole case of strong liquors. Unless they sail better with a hangover than I expect, we should have a bit of a start on 'em even though their ship isn't a gasbag."
ReplyDeleteHe eyes the ship with a slightly concerned look nonetheless, uncertain if his ploy was as effective as he'd hoped.
As the whistle dies down, you hear that, contrary to your first impression, its not the ironclad's engine readying for voyage but rather a punctuation prior to the refrain of a classic dwarven drinking song, "My Mine or Yours?" Tooly recognizes the third stanza and begins to hum along, pleased at the success of his ploy.
ReplyDeleteThe Swoose is towed out from the island, and Hanover salutes you as you take control. The ship seems eager to begin making way again. You can see from your vantage a new cut in the trees, as well as both mills, churning out lumber at a reasonable pace.
The winds are with you, and you feel you are making a frighteningly fast pace back toward Shadowhaven. A school of kite-like skylers parallel your course, just outside the reach of your nets. Only a handful of days pass before you no longer require your heavy altitude garb on deck. There is no sign of the ironclad or any other vessels.
After a few more days, Blendin catches site of a small island and rouses the crew. Although distances can be deceiving in the void, you guess it is probably about three times the size of timber, in the distance. The skies are dotted with minor "uncharted" islands, many inhabitated, but many more not. This island is ringed with trees, and you see flashes of orange and red toward the center. From your current vantage, you can see little more.
======
ooc: This is one of those situations where I'm met with the choice of forcing you guys into a "planned" ship-to-ship battle, or accepting the fact that the combination of JWW's hilarious story (I still giggle about it) and Bphage's liquor delivery were legitimate ways to defuse the situation, at least in the short term. I choose the latter, and will reward both JWW and Bphage a extra advancement point for their quick thinking and unorthodox solves.
There will be time for other battles, I'm sure.
OOC: Yay for spoiling our chance to get a badass little ironclad via boarding action! Oh, well. Also: Ooh, an island with a soft, chewy, flaming center! Let's go get burned alive!
ReplyDeleteTooly eyes the island doubtfully, but eagerly, torn between a desire for adventure and a justified dubiousness for the unknown.
"Good eyes, Blendin." Gardner studies the island and ponders.
ReplyDelete"I'm of mixed mind. The ship's full already but perhaps we could find some bit of valuable salvage or natural resources to bring back. We could at least go get a soil sample so someone could check it out later. Opinions?"
Blendin speaks up. "I believe it would be best to get ourselves a soil sample, without spending much more time on the island. As you say Captain, we have a full ship and we best not risk our wares for a bit of adventure."
ReplyDelete"Well, a soil sample's a good idea," Tooly puts in, "but a quick look around wouldn't be a bad idea. Maybe orbit the island from above to see what we can before docking?"
ReplyDelete----------------
OOC: Reminder: We can, if the island isn't inhabited, overfly it and land anywhere (with a bit of extra difficulty) per house rules.
Jay stares out at the island.
ReplyDelete"Might as well get the sample."
ooc: so, do we have a plan?
ReplyDeleteOOC: Beats me. My suggestion: Orbit above the island to scout it, then dock or land as seems appropriate.
ReplyDeleteBlendin looks at Tooly. "We don't know if the island is inhabited, and who knows what those flashes are. I say we are better offer getting as close as we can to grab a sample and heading on our way. I didn't join this ship for adventure." (under his breath: "I've had enough of that already."
ReplyDelete"Think of it as a business opportunity rather than adventure, Blendin. If Magnus isn't interested in the island we can probably sell the soil sample to the Guild at least. Deploy the stuns'ls. We'll want to be careful when we overfly. We'll scout out the island from above and decide if its worth landing anyone. Jay, your handwriting is the prettiest. Would you like to make a sketch of the geography of the island in the logbook as we go?"
ReplyDelete---------------------------
Deploy the side sails. Here's several boating rolls: 10, 8, 17, 5, 13, 8, 6, 8. These are just die plus my edge modifier because I'm not sure what our total handling modifier is here.
OOC: Clovis was suggesting orbiting the island before actually overflying it, in case it's inhabited. Just orbiting froma high vantage.
ReplyDeleteGardner pilots the ship in a lazy circle around the island, testing out the prevailing winds and gaining a good vantage of its terrain before closing further.
ReplyDeleteThe island is about the size you guessed, tiny compared to Shadowhaven or Canopy, but larger than the village of Timber by a factor of three. The island is vaguely circular with a high tower of rock jutting through an outer ring of hardwood trees, which Jay recognizes as ash and elm species not uncommon throughout the skies. The tower could be a natural formation, but it could just as easily be an ancient ruin. The trees are quite tall and branches interlaced, suggesting habitation is either harmonious or limited in recent epochs. The flashes of red and orange are quickly identified as a vast field of flowering plants in the center of the island, present in a neat circle some 100 meters across. You decide to take a closer look.
As you pass closer to the island over this field, you notice the hull of a ship crashed into the treeline of the flowering field, probably 10 metersoff the ground. The ship has been demasted, but otherwise appears intact. It looks to be of human design, probably a sloop. Jay and Gardner note that the branches around the crashed vessel are still green and splintered, indicating the crash happened in the last few days.
A second hull, or what remains of it, can also be seen nearby on the edge of the clearing. This crash appears much older; the wood is rotted and torn, and sails are tattered. The vessel cracked up upon landing and is scattered. Interestingly, the ground around the vessel appears to be freshly churned, and the flowers near it have wilted.
Blendin staggers, but seems to get ahold of himself after a few seconds. The ship is in a comfortable hover over the middle of the field, and seems quite stable for the time being. Jay sees some movement near the treeline, but can’t make out its source before it disappears.
"Captain, I wouldn't suggest much more of an overflight. If we're going to get this soil, we should get it from the edge of the island. Looks like it's inhabited and they appear to be able to bring down ships. I'd prefer not to be marooned again this century."
ReplyDeleteBlendin stares down at the flowers. "I agree with the oakthorn, we should approach this island from its edge. And if you would like, I can take a quick and quiet look around."
ReplyDelete"Your point is well taken, Jay. Though I hate to leave possible survivors marooned. We'll hover over the edge of the island and lower you down by rope, Blendin. You can take a look around, but make it quick. No more than 5 minutes."
ReplyDelete--------------------------------
Steer the ship to the edge of the island and hold position for dropping Blendin down. Boating rolls: 13, 7, 9
The ship steadies over a small flat outcrop bare of trees, opposite the tower-like rock formation. Gardner is able to hold it steady, while Jay and Clovis prepare the rope ladder. Blendin gathers his things, and descends. He tangles about halfway down in the ladder [climbing roll = 2 before modifiers] and drops the last 3 meters. However, he catches himself [agility roll = 4 before modifiers] so that while he lands roughly, he is unharmed.
ReplyDeleteBlendin moves into the trees, stealthily as he can muster [stealth roll 4]. He gets about 15 paces when he hears a shrill voice above him in the limbs cry out, “Halt! I will shoot you if I have to. I need a ride, and some help collecting my things. I can pay coin.” The voice sounds nervously emphatic when it adds, “Please, don’t leave me here with them!” He knows the source is above him, but does not see it.
Jay and Tooly hear the words as well, but cannot determine a source amidst the trees.
==========
ooc: Blendin, I assume you are armed, and have a bag to carry a soil sample in, but please let me know any other equipment you are taking.
Clovis curses under his breath, but the person sounds more desperate than dangerous. He calls down over the side. "Fine, grab the ladder, we'll discuss payment up here!"
ReplyDeleteQuietly to Jay, he mutters, "If he's dangerous, he'll be less so on the ladder. If not, hey, free money."
OOC: Apparently my other gmail account was logged in.
ReplyDeleteOOC: Your elderly captain is apparently losing his hearing.
ReplyDeleteBlendin looks toward the sound of the voice. "If you make your way to my ship, my mates will give you a lift." Without waiting for a reply Blendin will continue on his way. Finding a good location, Blendin will pick up some dirt and if he has time, will attempt to pick a flower before returning to the ship.
ReplyDelete"I'm not leaving without my satchel. It's aboard my ship, crashed up in the trees. If I'd known you were coming, I'd have gathered it already. To where do you sail? Do you have any food or water?"
ReplyDeleteAs soon as Blendin begins to move, the voice says, "I suggest you stay put, wildling, you'll find no friends in that direction, and travelling on the ground as you do you're good as dead. Return to your vessel, and have them set down in the ring of flowers. Its safe enough. They don't like them, it seems. I'll meet you there."
Blendin sees movement in the branches, heading toward the center of the island. He makes out flashes of black and white, but little more.
Blendin takes a moment to kneel and gather some soil into his satchel before returning to the ship.
ReplyDelete-------
If I am able to reboard the ship without killing myself, I will inform the crew of what the thing said and will then recommend that we simply make our way back to Shadowhaven as it is most likely a trap.
"Captain, flying any further over this rock is a bad idea, until we know what we're dealing with."
ReplyDeleteTooly turns a calls to Gardner. "Some invisible guy in the trees says he'll pay us cash for a ride off the island once he gets his bag from one of the wrecks. He says we can land safely in the flowers, if we stay away from the edges."
ReplyDeleteThinking of it, he turns and shouts down to Blendin, "You doin' okay down there, little guy? Why don't you climb back up, now?"
Turning back to Gardner, "He says theres some people down there who are none too friendly, but the flowers keep 'em away. What do you think, skipper? Load the cannon with grape and pick him up? Seems safe enough."
OOC: Whoa, everyone posting at once. My post would come just before the others, not that it matters much. Tooly is in favor of helping if possible, but he'll insist on having the cannon loaded and manned (by Blendin, I assume, though Tooly will help load) and be on his flare cannon with his musket loaded and ready.
ReplyDeleteBlendin has time to wonder, as he ascends the shaking ladder, why if it were a trap he wasn't ventilated by the unseen speaker. Surely, had he had the same advantage, was armed with a ranged weapon and wanted to do harm, his sniper training told him to first say nothing and second shoot to wound his target on the ground. This would likely bring down additional companions into the killzone, making his work easier. The breach of basic protocol tells him that either his "assailant" in the treetops is a fool, or perhaps telling the truth. Or maybe they are smarter than he thinks and have something far worse in store...
ReplyDeleteBlendin makes it back aboard ship safely, and everyone is up to date on the current state of affairs.
"I don't like it. If the flower field is safe why are both wrecks there? And why can't he get his bag and come here for a pickup? I think he's trying to lure the ship to that flower-filled clearing which is some kind of trap. Thoughts?"
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteooc: Blendin thinks whatever you say he thinks; he is your character. I'm just indicating that based on his background, Blendin would feel somewhat surprised he is alive if this voice-in-the-trees meant to kill him. That doesn't mean that Blendin wants to test fate.
ReplyDeleteThere are lots of interpretations: the Voice could be a monster that wants to eat you alive rather than shoot you, or maybe they didn't really have a ranged weapon, or its a band of pirates that want your ship and aren't willing to risk your companions abandoning a wounded wildling to his death, or they didn't want you to find their lucky pot of gold just a few feet further in the trees, etc. It could be any number of things. That's the way mysterious voices work, I guess.
My giving you this information is the same as when I tell Jay who owns a ship based on the sails, or Clovis that the dwarves are women via email. sometimes your character's history might have them pick up on something the others don't. What you choose to do with that information (for instance, clovis chose to call the dwarves "boys" repeatedly to goad them) is up to you.
Your positioning of the ships is correct; one is jammed into the trees on the edge, the other is scattered nearby on the ground.
RETCON: "I'd have to agree with you captain. It seems pretty damn suspicious to me. Though I should point out that he specifically mentioned we should avoid the edges of the field."
ReplyDelete------------------
ooc: My apologies. I've played games where a GM uses such info to push a story in a specific direction. I'll keep this in mind.
"Its against my better judgment. But it would be terrible to leave a sailor stranded... especially one that can pay. Everybody stay alert. Let's load the cannon and keep the flare gun ready."
ReplyDelete----------------------
OOC: Boating rolls: 9, 9, 9, 10. How long would it take us to take off from a landed position? If we can't get up and away quickly I think we should just circle the clearing and pick him up with a rope ladder.
ooc: The Swoose can land and takeoff within a couple rounds. You could also stake out the ship with some drop anchors if you wanted to stay off the ground - worst case you cut the lines and are underway. Circling is also an option, but as you saw with Blendin, its not the easiest thing to climb a moving rope ladder. Of course, that's not your problem, is it?
ReplyDeletePlease indicate where in the clearing you are going to locate - near the treeline or towards the center or whatever. Just in case its relevant.
Clovis eagerly clambers over to the cannon to load it with grapeshot, then pops into the cabin to grab his helmet before scrambling back to his flare gun to power it on and man it.
ReplyDelete"Good choice, skipper. And who knows? Maybe we can salvage that ship and have ourselves our own boat instead of Greenbottom's Gasbag."
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OOC: I'm assuming Clovis loaded and slung his musket before lowering Blendin down, and of course he always has his leathers and belt on on ship.
Also, Since the cannon is at the front and the flare at the back, both on swivels, I suggest landing broadside to the more recent wreck so both can bear on it, whether we land or anchor. I think we should anchor above the ground in the center of the clearing, and I don't suggest orbiting, as the edges appear the most dangerous and that would bring us close to them.
Jay is none too happy about this foolishness, as his crewmates might pick up from his mumbling as he enters the cabin to pick up his second blade, then continues with assisting in prepping the ship for landing.
ReplyDeleteGardner attempts to anchor the ship above the center of the clearing in the orientation Clovis suggests.
ReplyDelete"Do you think we could tow it without the mast?"
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OOC: Boating roll 11. Is the sloop still floating just crashed into the treeline?
The Swoose settles into position 4 meters off the ground, with all three heavy stone anchors overboard holding her in place. The smell of the orange-red flowers is pleasant enough, and familiar to Blendin – it is the same scent as the now-wilted flower he obtained from the wildlings back on Canopy. The crew is at their positions, with weapons at the ready, watching the treeline. You have raised the sailcloth screens so that you gain a better view of your surroundings. Clovis is manning the rear pintel gun, while the front cannon is loaded at the front of the ship.
ReplyDeleteAt this lower vantage, you can fully see the rotting and torn wreckage of the broken vessel in the freshly churned topsoil, as well as the covered sloop jammed into the branches. Gardner studies the demasted sloop’s hull and determines that although she would hardly be capable of solo travel in her current state, it is likely the hull is in good enough shape to be towed. With the repair materials, spare sailcloth and spars aboard, Tooly might even be able to get the hull home under its own power. The first step to find out, of course, would be to haul it out of the treeline, and the Swoose would likely be able to do that with some tow ropes and a bit of saw-work on the trees binding the hull.
As you watch, a wildling bursts out of the treeline between the two wrecks at a headlong run. It has birdlike features, with black and white feathers on its torso and a leather skirt. Its arms are windmilling, and holds a pistol, although it does not appear to be brandishing so much as flailing about. It is headed straight towards the Swoose. Moments later, two men in dark green, fur lined leathers, one carrying a naked sword and the other a short throwing spear, also run out of the treeline. They appear to pause upon seeing the Swoose, confer, and then turn to run back towards the trees.
Clovis aims the flare gun at the wildling as it bursts from the trees, then at the men following as they follow suit. As they turn to run back toward the trees, he relaxes a bit, but eyes them and the treeline warily, glancing around frequently.
ReplyDeleteTo Gardner he says, "Looks like it's just some unfriendly locals. I say we bug out with our passenger and get more info from the birdling. We can probably still salvage the ship if we only have a bunch of yokels to deal with."
To Jay and Blendin, he calls, "Get ready to haul anchor, boys, if the local want to start something, I'll signal." He waggles his flare cannon for emphasis.
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OOC: Probably best to climb hard once the passenger is aboard and the anchors pulled in or cut, given the performance of the Swoose. Once at a safe height/distance, we can interrogate the wildling.
Also, Tooly's eager to use his new healing device, so he'll be sure to ask the passenger if he/she is injured as soon as he's no longer needed on the flare gun. Assuming we get away.
"See, Jay. Its just another wildling. No problem."
ReplyDelete-------------
If we don't already have a rope ladder or something set up lets do that and then haul anchor and climb as soon as we have the wildling aboard.
Blendin is relieved to see the wildling is being chased, rather than attacking. He didn't want to be the one to end such a short life.
ReplyDelete"Let's get him up here!" Blendin also takes a moment to eye Jay and check his intentions.
from sam, via email
ReplyDelete"Leaflord's Golden Acorns! Another damn mutt to stink up the cabin..." Jay grumbles.
If we are able to climb without incident, Jay will demand payment from the wildling ("Alright, pay up boy"). If the payment seems insufficient or worthless (i.e. a bunch of flowers), Jay will threaten/attempt to throw the wildling overboard, pending intervention from other crew members (hopefully explaining to Jay why the wildlings offer is good, rather than physically restraining him...). "Magnus isn't running some charity taxi service! ...Well, he might be, but its not this ship."
When the birdling reaches the bottom of the ladder, she stumbles to a halt without climbing up, turning to look over her shoulder at the treeline and panting with effort.
ReplyDelete“Thanks for the lift, but I can’t leave yet. Not without my satchel. As I went to grab it, They were waiting for me.” She waves a black and white feathered arm in the direction of the treeline. “If you help me retrieve it, the Guild will be reward you. If not, well, I’m good as dead whether you leave me her or I come with you.”
She appears to note the confusion on your faces as you look down, weapons at the ready. She straightens, and says, “I’m Moira, Courier Third Class, most recently out of Shadowhaven. The Voiders,” again, she waves at the trees, “tailed us for a handful of days. We saw this island and tried to lose them over the trees, but neither of our crews were up to the task. They rended our sails with chain and put us down, but that rotten ship of their cracked up when it hit the earth trying to land.”
She turns to scan the treeline, prompting you to do the same. Jay sees movement along the trees, but only shadows.
She continues, “They took what’s left of my crew, staked them out up there,” she points to the top of the crumbled rock formation, “They are likely alive, but I fear the Madness may have taken them by now. It was well defended when I tried to help them. Instead, I made a run for it and have been hiding in the treetops ever since. The Blinded climb about as well as he does,” She points at Blendin with a smirk. “Their priest has them patrolling the woods looking for me, and some of his humans have taken up residence on our ship, apparently. Voiders are like the damned elves when it comes to…” She notices Jay for the first time, and takes a few steps back, then looks at Blendin, baffled. She starts to raise her pistol, but shrugs and drops it to her side. “Who am I kidding? It’s been empty for three days. Look, the Blinded don’t like the flowers. Don’t ask me why. But the humans and their priest will be more than happy to spend some time with their god out here. If you are going to help my crew, or me we should do it now before they have time to organize. Otherwise, I could use water, food, some ammunition, anything you can spare.”
Gardner says to Moira, "I'm inclined to help you, because I hope others would help me. But my first duty is to the crew, the ship, and our employer." Then he turns to the crew, "Now I'm the best pilot and given that two ships have crashed already I think I should stay with the ship. But I can't very well order any man to go help her if I'm not going myself. Any volunteers? We can talk about her crew later."
ReplyDeleteClovis notes Jay tensing up when payment isn't forthcoming. "I think the Guild is good for it, big guy."
ReplyDeleteClovis eyes the virtually undamaged ship. "Anyway, it seems to me that if we get the ship, you'll get your bag with it, and a whole ship would be acceptable payment for helping, I think." His eye sweeps the crew. "Also, I don't much like the idea of leaving a perfectly serviceable ship here for Voiders to repair and get back into the Skies with. Is your ship armed, courier? Voiders can use cannon, obviously, and we don't want to get shot. But if they're bad climbers, all we'd need to do is clear the ship, then it'd be easy to shoot them as they tried to climb up while we attached some tow cables."
He nods to himself. "Yeah, I could make something that'd stun the ones on board easy without damaging anything...me an' Jay could clear the ship while Blendin covers us with the cannon and his musket. This could work!"
He seems to remember the courier. "If you can use that thing and promise not to try to shoot the big guy--not that that'd stop him--we could give you some shot to help us clear the ship. Maybe we could loan you our blunderbuss, too."
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OOC: If I remember correctly, Blendin made some shot grenades earlier, which would be handy, too, if offered.
If asked to elaborate, Clovis's plan is this:
Jay, Clovis, and Moira land on the wreck. Since the ship is enclosed, they can play whack-a-mole if the Voiders try to climb out the hatches. Clovis can then toss in a mystical stun grenade (which he can whip up in 20 minutes or less, in all likelihood). The Voiders inside should be Shaken, then, and we could then go in and take them out, or toss in a grenade, then go in. If the ship has cannon, we may want to skip the grenade to avoid setting off powder stores, but Moira should be able to tell whether any powder is on the top deck. We can then repeat the process with the lower deck.
Moira should use the blunderbuss and her pistol, and Blendin can cover the ground with his musket and be ready on the cannon if a lot of Voiders come along.
Moira nods in appreciation of you plan, but looks rueful all the same. "Wooden cannon, broken during the chase I'm afraid. And I fear it won't be that easy to get it loose. The Grandee's stuck quite well; I think it may take some time to cut her loose of the branches before she'll float free, even if you use this ship to tow her out. I don't fear a fight, but a fight while we are cutting her loose could get dangerous, particularly if their priest arrives."
ReplyDeleteClovis sniffs. "Well, I know Voider priests are fearsome and all, but I doubt they can walk through a load of grapeshot. Still, if it'll take a lot of cutting to get her loose, I might be able to rig something. Won't have time to do that and stun bombs, though, and if you have broken cannon on board we'd best not use powder bombs inside. Worst comes to worst, Blendin clears the area with a load of grape, then tosses shot bombs down while we climb up to the ship. With your satchel, of course. I still say it's worth a try. Besides, if they all come down here to defend the ship, they'll be leaving your shipmates unguarded, right? We could maybe fly over and rescue them, then."
ReplyDeleteA thought occurs to him, and he looks around at the crew. "They hate the flowers, right? Maybe we can scoop up a bunch and scatter them around under the wreck to buy time? If you guys can figure out a way to do that while I rig the stun bombs, we'd be in good shape."
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OOC: Unless at least two other crewmembers object to the plan, or someone comes up with another one, Tooly will get on building two mystical stun grenades (at 2 power points each, I only get two, right?). All he needs are a couple of small bags or flasks and some sort of powder or dirt which he can imbue with power to burst into a bloom of light and concussive force. Weird Science roll: 5
The ship is only two decks, the covered upper and the hold, right?
Blendin grabs his pack and moves the powder bombs to the top for easy access. Blendin also checks his musket and the cannon.
ReplyDeleteAfter sending some positive thoughts to the envelope, Blendin lets everyone know that he is ready.
"Oh, and if you don't mind, could you bring back a couple of those flowers for me when you reboard?"
"I can help with that." Moira seems willing to go along with any plan that includes getting her satchel safely. She informs you that the layout is indeed two decks, covered upper and a lower hold. She gathers up an armful of flowers from around her, and shoving her pistol into her leather skirt, ascends the rope ladder to drop off a load of them. She returns back to the ground quickly, and begins collecting more.
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ooc: she'll continue doing this until you are ready to move on, or is given other instructions.
Out of curiousity more than anything, Blendin gathers up a handful and shoves it into the cannon, then take a couple and places them in his pack.
ReplyDeleteQuickly overcoming his disdain for this mission, Jay appears to be contemplating the island around him (Notice 4).
ReplyDelete"Would we prefer to fight it out here or up on the rock? Even if a fight draws some of the Voiders this way, they'll still see the Swoose heading for the rock. Might be better to use that as a distraction and a couple of us sneak to the sloop and get it ready in relative quiet."
Clovis grins wryly. "I don't know about you, big guy, but I don't want to be stuck on the wreck with a shipful of Voiders climbing up and the Swoose haring off across the island if they don't take the bait."
ReplyDeleteooc: when you guys settle on a course of action let me know.
ReplyDeleteOOC: Unless someone objects or adds anything to the current plan, I guess just assume we're doing it as I outlined. Clovis, Moira, and (hopefully) Jay will board the wreck from the Swoose, Blendin covers us with musket and maybe cannon fire while Gardner pilots.
ReplyDeleteClovis will cover Jay and Moira as they climb down, only climbing down once they're on the wreck and ready to bash or shoot any Voiders who emerge, unless Garnder can get them to jumping distance of the wreck.
If we have a sackful of flowers, or two, we could dump them off the sides of the wreck. If they're just in a pile, Blendin and Gardner can try to scatter them around somehow. The three boarders will have other things to deal with.
Tooly has his usual gear, helmet, musket, and healing device, plus the stun bombs. He'll attach a safety line for the climb down, not being much of a climber, if it's not a jump.
I take it combat will start when we try to board. A new thread would be good, this one is getting hard to scroll through on my poor phone.
I'm good with this plan.
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Boating rolls if you need them: 9, 8, 14. If it seems doable Gardner will try to scatter flowers around the perimeter of the wreck when not busy doing something else.
closing thread. new one to follow later today.
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